Navigating The Labyrinth Demo UpdatedThere's been a lot of progress since the last demo release. A lot of the visual changes have been in the late-game zones not accessible in the demo, but there are still plenty of visible changes.
The main work remaining is adding more quests and late-game content. Because of this, the world is a bit emptier than it will be at launch.
Please share any comments or observations in the discussions are - there's still plenty of time to make changes and improvements before the full release at the end of April.
These things have been added or changed since the last version:
- Added initial translations of the game into French and Italian. They still need work, so please let me know if you see any improvements to be made in the discussions. These new languages do not have user manuals yet, but will on launch day.
- Added some Sage spells including Mass Smite, Mass Propel, Kill, and Barrier and increased the damage for higher level Sage spells. Also implemented functionality for the Enchant Armor spell. Very few pieces of armor can be enchanted right now, but the base leather types can. There are 11 right now, and I plan to add more before release.
- Added some Oracle spells including Group Cure and Group Repair (group healing), and implemented the Identify, Sight, Avoid Enemies, Detect Trap, and Disarm Trap spells. The Oracle and Sage spell sets are now complete.
- Thieves and Assassins will now automatically try to re-hide after attacking from a hidden position. This chance is the same as the initial hide check.
- Added a taunt command, usable by everyone, that causes a character to be more likely to be targeted. It can be repeated to increase the chance.
- Chance to dodge and block successfully has been increased. Dodge chance is now 2x agility, and block is 2x dexterity (was 1.5x).
- Chests now have a 44% chance of dropping an item, up from 33%. Non-chest encounters have a 22% chance of dropping an item.
- Added some new equipment to the game, 23 new items, especially including a variety of rings, and a shop to sell some of them.
- Adjusted the UI so dialogs for NPCs, Healer, Curse Removal, Recharger, and treasure chests no longer overlap the character status icons.
- Finished building the layout of the Catacombs map.
- Added some more detail to the Approaching The Labyrinth map.
- Improved some monster graphics.
- Improved the floor/ground in some zones.
- Added more soundtrack music. The full soundtrack has been completed.
- Updated the English and Spanish versions of the manual. German and Portuguese will be updated next release.
[ 2025-02-13 14:53:11 CET ] [ Original post ]
Demo UpdatedThis update includes various fixes made to the first two games (yay shared codebase!) in addition to many content additions. Much of this is late-game content not available in the demo since it only contains the first six zones, but there's still a bunch to report.
There's a lot to do before the full release, which is a little over three months away.
- Added some quests in the town of Pherae and Catacombs areas. It is now possible for a quest to permanently change a map's contents.
- Re-paved the streets of Pherae and improved the look of a few statues.
- Reworked the layout of the Catacombs zone. There are still a few adjustments to be made in future updates.
- Added new mini-map graphics for the City of Zakros.
- Updated the game intro backgrounds.
- More music added. The soundtrack is about 50% done.
- Undead and golems are no longer affected by the Sleep spell. In addition, some monsters with natural resistances will have a chance to save vs. sleep. Most monsters still fall asleep easily.
- Warriors now gain a permanent +1 to strength and slightly more hitpoints per level (+1 extra HP every 2 levels on average).
- Warriors will now have 15% faster natural base hitpoint regen (fewer steps per hitpoint healed) and monks will have a 7% faster base hitpoint regen.
- Wizards will now have 2.5% faster natural mana regen (fewer steps per point of mana regained).
- Fixed an issue where loading a game with the music turned off but sound effects on would also cause sound effects to be disabled.
- Fixed an issue with the sky that could cause clouds/stars to fail to render.
- Translation improvements.
[ 2025-01-13 23:49:04 CET ] [ Original post ]
Navigating The Labyrinth Demo UpdatedDevelopment progress, with a mix of new content and features, and fixes for existing features. Most noticeable in this update is that the core combat rewrite has been finished. There's still plenty to do in the next five months before release, with the main focus being quests, maps, and polishing combat, so stay tuned for updates.
- Many fixes and improvements to the combat system. You can no longer enter commands on a monster's turn, no longer spam keyboard commands when you shouldn't be able to, damage/healing over time effects are working properly, and dodge/block status sets and resets properly each turn.
- Added more monsters.
- Added more spell sound effects. All spells have sounds now.
- Added sage spells to create basic randomized armor and weapons and a spell to enchant weapons. Only certain weapons can be enchanted, and if so, they will gain a "+1" to their enchantment. Some weapons can go up to a +2 enchantment. There's also an enchant armor spell, but it doesn't do anything yet.
- The Feeblemind spell has been added for Sages. It will reduce a victim's intelligence and wisdom to 1 and slow down mana regeneration. Some monsters might also have this feeblemind as an ability.
- Added the Bullseye spell for Oracles. This will cause monsters to be more likely to attack the party member who you cast it on, and is stackable.
- Added the Enhanced Vision spell for Oracles. This will cause obscured map squares to fill in to a distance of two squares as the party walks instead of the usual one.
- The Sage spells Doze and Stun now work as intended by incapacitating the target.
- A sage now gains 1 mana when spending a combat round to dodge.
- Added a potion seller to the Approaching The Labyrinth zone.
- It is now possible to enter areas and buildings from only specific directions. Previously, if a building/square was enter-able, you could approach from any direction. This will allow buildings to behave more sensibly, and now not all buildings in Pherae and Zakros are walkable/passable.
- More shops have been added to the city of Zakros.
- Adjusted the placement of some farms and towers in the hills zones.
- Fixed the gap in the eastern wall of Zakros.
- Translation improvements.
[ 2024-11-11 22:59:59 CET ] [ Original post ]
Navigating The Labyrinth
Dragon Dropper
Developer
Dragon Dropper
Publisher
Q4 2024
Release
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
No user reviews
(0 reviews)
The city of Pherae is in decline. It was once rich, but has been overshadowed by the Labyrinth Kingdoms and their Minotaur king.
Every year, brave adventurers venture forth to solve the mysteries of the labyrinths in order to return with treasure to save their dying city, but none ever return. This loss of healthy, skilled people only serves to accelerate the decline.
Can you succeed where others have failed? Test your mettle against the mazes and discover the secrets and riches that lie within!
Navigating the Labyrinth is a classic first-person party-based dungeon crawler RPG with grid-based movement and turn-based combat. It is a standalone sequel to Into The Labyrinth and Crossing The Sands and you do not need to play the previous games to enjoy this one completely.
https://store.steampowered.com/app/2462840/Into_The_Inferno/https://store.steampowered.com/app/2505100/Crossing_The_Sands/MINIMAL SETUP- Processor: First-generation Intel i3 or equivalentMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: GeForce GTX 950M
- Storage: 2500 MB available space
RECOMMENDED SETUP- Processor: Recent Intel i5 or equivalentMemory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: GeForce GTX 1650 or better
- Storage: 2500 MB available space
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